Last Updated 3 Jan, 2002
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Winter League Rules
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2001 Winter Chronopia League
Rules forGroup Game #1

Everyone brings 1000 points of army, no lee-way
Game will be 6 turns long
Board will be 6� x 6�
Board will be very thick with terrain; there will be patches of jungle/forest, mountains, and lots of ruins/buildings.  A volcano will be in the center.
Any player sitting down must relinquish his seat to Alex if he is standing nearby.
Deployment areas will each be a 1�x2� rectangles.  The 6 deployment zones will be randomly assigned and laid around the table in a hexagon fashion.
Each Deployment area will have centered in front of it a portal about 3� out of the deployment zone.
A small number of �natives� controlled by a player not in the league will inhabit the volcano.
Any player that does not tease Alex at least once during the night about no longer being the man he once was, may lose a victory point.
Idea of the Map Layout
Victory Points are assigned as follows:
1 point for every full 200 points of enemy models killed (only killing blows count)
1 point for every Deployment area controlled
4 points for controlling Volcano

Controlling a Deployment Area: Whoever has the most points of un-panicked models in the zone.  Tie (or no units at all) goes to the original owner of the area.  If the tie is between two other players, then no one gets the point.

Controlling the Volcano: Whoever has the most points of un-panicked models on the upper most two levels of the Volcano.  In the case of a tie no one gets the points.  The volcano may have some natives on it controlled by Alex�s brother (if he wants to get involved).

Portals: No model may be transported by the portals more than once per turn (i.e. jump in, shoot, jump out type stuff).  Portals do not work on turn 6.  The destination portal is reached on a roll of 6+.  On a roll of 1-5, the destination is random (cannot be the portal of origin).  LOS does not extent through portals; spells may not be cast through portals in any way shape of form.  You can run through portals.

Special Rules
� For this game, you can run through any terrain type (i.e. forests and mountains).  Running restrictions and terrain rules are still in effect.
� Flyers count as being in a deployment zone, or on the Volcano only if they are height band 1, or are on the ground.

Volcano Rules:
At the beginning of each turn roll a d20 for volcano eruption.  Use the following table to determine the result.  Note: a volcano can only erupt once during a game.  Skip the Eruption roll if there are at least 4 flows from the volcano at the start of the turn. 

Roll Result
1       Massive Eruption.5 flows in random directions, double distance
2-5    Eruption.4 flows in random directions
6-19  No eruption.
20     Inert.  Volcano will not erupt during this game.

On an initial eruption, if the resulting lava flow makes contact with a model on the board, the model may attempt to avoid the lava.  To do so, the model must roll higher than a 14 on a d20.  If the model rolls 14 or lower, the model is unable to avoid the lava and must take a hit.

Lava Flow
If there is an eruption result during the game, before each subsequent turn, roll a d20 for each lava flow.  Consult the following table for the result.  A lava strip is 1'' x 6".

Roll Result
1-2      Flow advances two strips in length.
3-12    Flow advances one strip in length.
13-16  Flow does not advance but does not disappear.
18-20  Flow hardens to stone and will cause no further damage.  Remove flow strips.


If a flow advances and contacts any piece of hard terrain, roll a d6 and use the following table as the result.

Roll Result
1-2 Divert flow up to 45 degrees left
3-4 Flow moves in the same direction destroying the terrain feature.
5-6 Divert flow up to 45 degrees right.

Contact on a Model
Any model struck by the flowing lava may attempt to move out of the way.  If the model is on wait, all wait markers are removed.  In order move out of the way, the model must roll a d20.  On a roll of 8 or less, the model is unable to avoid the lava flow.  Otherwise, the model may move one full movement value (terrain modifiers apply) in any direction.  The only models that may NOT attempt to move out of the way are vehicles (e.g. chariots).  Any other model may attempt to move out of the way whether or not they have been activated or have wait status.  The moving model may not move closer to any enemy model if possible.

Hits
A model that is unsuccessful in moving out of the way and is hit by the lava suffers a strength 12 hit.  Multiple wound models must continue to take hits until they save or are killed.  The damage is considered a fire-based attack.

Crossing Lava
A model may attempt to cross lava by leaping over it.  To successfully leap over the lava flow, roll a D20 and add twice the models size.  If the result is 11 or higher, the jump is successful.  If the result is 10 or less, then the model is hit by the lava flow.  If the model survives the hit, it reaches the other side.  Models with the
leap special ability automatically succeed when attempting to cross.  Chariots and other ground vehicles may never cross.
Go here to check out the Non-Player Monsters that will be on the battlefield just to make thing interesting!
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